m3-host is now a real host, not a one-shot demo. Everything validated live on this box (two back-to-back sessions, pinned + TOFU, ~200 audio pkts/s, p50 0.84 ms at 720p60). lumen-core: - quic.rs: QUIC-datagram side planes demuxed by first byte — Opus audio 0xC9 ([magic][u32 seq][u64 pts_ns][opus], host→client) and rumble 0xCA ([magic][pad][low][high]). - Trust: endpoint::server_with_identity (persistent PEM identity) and endpoint::client_pinned — SHA-256 cert-fingerprint pinning with TOFU (observed fingerprint reported back for persisting). The verifier checks the TLS 1.3 CertificateVerify signature for real (an MITM replaying the host's public cert without its key is rejected; cert pinning alone would not prove key possession). - client.rs: NativeClient gains pin + host_fingerprint, audio/rumble receivers (next_audio / next_rumble); pull methods take &self so the C ABI's per-plane threads never alias a &mut (per-plane mutexed borrow slots in abi.rs). - abi.rs: lumen_connect(pin_sha256, observed_sha256_out) + lumen_connection_next_audio / next_rumble. input.rs: documented gamepad wire contract (GameStream buttonFlags bits, XInput axis conventions, +y = up) — exported as LUMEN_BTN_*/LUMEN_AXIS_* (bare BTN_* collides with <linux/input-event-codes.h> at different values). lumen-host (m3): - Persistent accept loop: sessions back to back on one endpoint (--max-sessions, 0 = forever); per-session failures log and the loop keeps serving; 10 s handshake deadline so a silent client can't wedge the sequential accept queue; teardown on every exit path (stop flag → conn.close → join audio+input threads). - Audio plane: desktop PipeWire capture → Opus 48 kHz stereo 5 ms CBR → datagrams; ONE capturer reused across sessions via an AudioCapSlot (PipeWire streams have no cheap teardown — per-session opens would leak a thread + core connection + live node each). - Gamepad routing: incremental GamepadButton/GamepadAxis datagrams accumulate into per-pad state feeding the uinput xpad manager; force feedback returns as rumble datagrams, with current state re-sent every 500 ms (idempotent-state healing for the lossy channel). QUIC endpoint serves the persistent ~/.config/lumen identity and logs the pinnable fingerprint. lumen-client-rs: --pin (malformed values abort — never silently downgrade to TOFU), TOFU fingerprint logging, audio/rumble datagram counters, gamepad events in --input-test. clients/apple: scaffold synced — pinSHA256/hostFingerprint (wrong-size pin throws, fail-closed), nextAudio/nextRumble, gamepad event constructors; README handoff updated (persistent listener, audio decode notes, trust UX). Adversarially reviewed (5-dimension multi-agent pass over the diff, 2-skeptic verification): fixed the MITM signature-check gap, a Y-axis contract inversion, header macro collisions, ABI aliasing UB, the PipeWire per-session leak, the missing handshake deadline, fail-open pin parsing, and teardown-on-error paths. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
9.5 KiB
CLAUDE.md — lumen
Low-latency desktop/game streaming stack, Linux-first, with a shared Rust protocol core
(lumen-core) exposed over a C ABI and native clients per platform. Full design:
docs/implementation-plan.md. Status table: README.md.
Where the work stands
- M1 (
lumen-core+ C ABI): complete and hardened. FEC recovery, loopback-under-loss, proptests, C ABI harness all green; 13 adversarial-review findings fixed + regression-tested (a913042). - M2 (GameStream host): working end-to-end with a stock Moonlight client. Validated live
on this box: pairing (persists across restarts), serverinfo/applist (app catalog from
~/.config/lumen/apps.json→ each entry picks a compositor + nested command), RTSP, ENet control, audio, and video at the client's native resolution and refresh — the host creates a per-session virtual output via per-compositorVirtualDisplaybackends: KWin (zkde_screencast stream_virtual_output, needs KWin ≥ 6.5.6 headless; >60 Hz via custom modes), gamescope (spawned headless at WxH@Hz, its PipeWire node captured, needs gamescope ≥ 3.16.22 — older deadlocks on PipeWire ≥ 1.6), Mutter (D-BusRecordVirtual; implemented, live validation pending a gnome-shell install). Performance work landed and measured: GPU zero-copy on all paths (tiled dmabuf → EGL/GL → CUDA; LINEAR dmabuf → Vulkan bridge → CUDA → NVENC), auto 2-way NVENC split-encode above ~1 Gpix/s (5K@240), infinite GOP + RFI keyframes (killed the periodic freeze), encode|send thread split withsendmmsgbatching. Stable 240 fps at 5120×1440. Input: mouse/keyboard (libei via RemoteDesktop portal on KWin/GNOME, gamescope's own EIS socket, wlr protocols on Sway) and gamepads (uinput X-Box-360 pads + rumble back-channel; live validation pending the udev rule below). Management REST API + checked-in OpenAPI doc (mgmt.rs). - M3 (
lumen/1, the native protocol): full session planes, validated live. QUIC control plane (lumen-corequicfeature: Hello{mode}/Welcome{full Config}/Start), data plane = the hardened M1Sessionover raw UDP with GF(2¹⁶) Leopard FEC + AES-GCM (inexpressible in GameStream), host creates the native virtual output at the client's requested mode.m3-hostis a persistent listener (sessions back to back;--max-sessions). QUIC datagrams carry the side planes, demuxed by first byte: input 0xC8 (incl. gamepads — incremental events accumulated into the uinput xpad), Opus audio 0xC9 (48 kHz stereo, 5 ms, host→client), rumble 0xCA (host→client). Trust: host serves its persistent identity (~/.config/lumen/cert.pem, shared with GameStream pairing) and logs the SHA-256 fingerprint; clients pin it (TOFU on first connect —endpoint::client_pinned). Measured on-box at 720p120: 1680/1680 frames, p50 0.83 ms capture→…→reassembled; audio measured live (~200 pkts/s).lumen-client-rsis the working reference client (--pin, datagram counters,--input-testincl. gamepad). The embeddable connector (NativeClient) exposes it all over the C ABI:lumen_connect(pin/TOFU) +next_au/next_audio/next_rumble/send_input.
What's left
- M4 — client decode + present: the SwiftUI client is scaffolded and handed off —
the lumen/1 connector is in the C ABI (
lumen_connect& co., ABI-roundtrip-tested) with an xcframework build script + LumenKit Swift package; seeclients/apple/README.mdfor the Mac-side pickup. Then glass-to-glass numbers viatools/latency-probe(scaffold). The Linux reference client (lumen-client-rs) gets VAAPI + wgpu on the same connector later. - Sub-frame pipelining: overlap encode and transmit within a frame. Requires a direct NVENC SDK wrapper (libavcodec only emits whole AUs) — the next big latency lever (~2–4 ms at high res).
- lumen/1 protocol growth: a PIN-style pairing ceremony on top of fingerprint pinning, mid-stream mode renegotiation (the Welcome is one-shot today), concurrent sessions (today: one at a time, extras wait in the accept queue).
- M2 polish: wlroots/Sway
VirtualDisplaybackend (deferred; swaymsgcreate_output), GNOME live validation, gamepad live validation (blocked on the udev rule below), HDR/10-bit/AV1 negotiation, surround audio, reconnect-at-new-mode robustness. - Native clients (
clients/{apple,android}scaffolds) consuminglumen_core.h. - This box, one-time setup still pending:
sudo cp scripts/60-lumen.rules /etc/udev/rules.d/+ user intoinputgroup (gamepads);sudo ninja -C /tmp/gamescope-src/build install(the fixed gamescope ≥ 3.16.22 — until then usePATH=/tmp/gamescope-src/build/src:$PATH);apt install gnome-shell(Mutter validation).
Build / test / run
cargo build --workspace # green on Linux and macOS
cargo test --workspace # unit + loopback + proptest + C ABI harness (~97 tests)
cargo clippy --workspace --all-targets -- -D warnings
cargo fmt --all --check
cargo run -p loss-harness # FEC loss-resilience sweep (no network needed)
bash crates/lumen-core/tests/c/run.sh # standalone C-ABI link + round-trip proof
Generated artifacts are checked in and CI fails on drift: include/lumen_core.h
(cbindgen from lumen-core/src/abi.rs) and docs/api/openapi.json (regenerate with
cargo run -p lumen-host -- openapi > docs/api/openapi.json; spec lives in mgmt.rs).
Layout
crates/lumen-core/ protocol · FEC · crypto · quic (lumen/1 control plane, feature-gated)
crates/lumen-host/
gamestream/ Moonlight compat: nvhttp · pairing · rtsp · control · stream · gamepad · apps
vdisplay/{kwin,gamescope,mutter}.rs per-compositor client-sized virtual outputs
zerocopy/{egl,cuda,vulkan}.rs dmabuf → CUDA → NVENC (tiled via EGL/GL, LINEAR via Vulkan)
inject/{libei,wlr,gamepad}.rs input backends (+ uinput virtual gamepads)
capture.rs · encode.rs · audio.rs · m0.rs · m3.rs · mgmt.rs
crates/lumen-client-rs/ lumen/1 reference client (M3 headless; M4 adds decode+present)
tools/{loss-harness,latency-probe}/ measurement (plan §10)
scripts/ 60-lumen.rules · lumen-host.service · host.env.example · headless/
include/lumen_core.h generated C header
Design invariants — do not regress
- One core, linked everywhere. Protocol/FEC/crypto live only in
lumen-core, behind a stable, versioned C ABI.tokio/quinnexist only behind thequicfeature (control plane); no async on the per-frame path — native threads only. - Native client resolution, no scaling. A session gets a virtual output at exactly the
client's WxH@Hz via the
VirtualDisplaytrait (create(mode) → VirtualOutput { node_id, remote_fd, preferred_mode, keepalive }, RAII teardown). There is no cross-compositor protocol for this — each compositor keeps its own backend. - FEC is the wall-breaker. GF(2⁸) (≤255 shards/block, Moonlight-compatible) and GF(2¹⁶) Leopard (≤65535 shards/block) — lumen/1 negotiates the latter, removing the ~1 Gbps ceiling.
- M1 security hardening stays intact: reassembler bounds attacker-controlled fields
before allocating (
ReassemblerLimits); AES-GCM per-direction nonce salts + seq-as-AAD; ABIstruct_sizechecks. Regression tests exist — keep them green. - PipeWire consumer discipline: our capture streams set
node.dont-reconnectand tear down promptly on negotiation timeout — one wedged link head-blocks the daemon's shared work queue system-wide.
Running on this box
Headless QEMU VM (Ubuntu 26.04, kernel 7.0), passthrough RTX 5070 Ti (driver 595 open
module — a kernel update silently drops it; reinstall nvidia-driver-595-open), no KMS
scanout → KWin --drm impossible; everything renders offscreen via renderD128.
# compositor session (shell 1, or the systemd unit in scripts/):
XDG_RUNTIME_DIR=/run/user/1000 DBUS_SESSION_BUS_ADDRESS=unix:path=/run/user/1000/bus \
XDG_CURRENT_DESKTOP=KDE KWIN_WAYLAND_NO_PERMISSION_CHECKS=1 \
kwin_wayland --virtual --width 1920 --height 1080 --no-lockscreen --socket wayland-kde \
--exit-with-session wev
# host (shell 2; gamescope entries need the PATH override until ninja install):
WAYLAND_DISPLAY=wayland-kde XDG_CURRENT_DESKTOP=KDE LUMEN_VIDEO_SOURCE=virtual \
LUMEN_ZEROCOPY=1 PATH=/tmp/gamescope-src/build/src:$PATH cargo run -rp lumen-host -- serve
# lumen/1 native loopback test (no Moonlight needed; same env as serve, listener persists
# across sessions — bound it with --max-sessions):
cargo run -rp lumen-host -- m3-host --source virtual --seconds 10 --max-sessions 1
cargo run -rp lumen-client-rs -- --mode 1280x720x120 --out /tmp/a.h265 --input-test # + --pin HEX
Pinned crate facts: ashpd 0.13 + pipewire 0.9 (must match ashpd's) + ffmpeg-next 8.x
(system FFmpeg 8 / libavcodec 62). Env knobs: LUMEN_VIDEO_SOURCE=virtual|portal,
LUMEN_COMPOSITOR=kwin|gamescope|mutter, LUMEN_ZEROCOPY=1, LUMEN_GAMESCOPE_APP=...,
LUMEN_INPUT_BACKEND=..., LUMEN_PERF=1 (per-stage timing), LUMEN_VIDEO_DROP=N (FEC
test), LUMEN_FEC_PCT=N.
Conventions
- Rust 2021,
rustfmt+clippy -D warningsclean before commit. - Match the surrounding code's comment density and naming.
- Commit messages end with the Co-Authored-By trailer (see
git log). pkillcaution on this box: match exact comm names (pkill -x gamescope-wl,pkill -x lumen-host) —pkill -fself-matches the invoking shell.